KR100394751B1 - Game machine and game machine system using the same - Google Patents

Game machine and game machine system using the same Download PDF

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Publication number
KR100394751B1
KR100394751B1 KR10-1997-0703893A KR19970703893A KR100394751B1 KR 100394751 B1 KR100394751 B1 KR 100394751B1 KR 19970703893 A KR19970703893 A KR 19970703893A KR 100394751 B1 KR100394751 B1 KR 100394751B1
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KR
South Korea
Prior art keywords
data
controller
processor
manipulator
game machine
Prior art date
Application number
KR10-1997-0703893A
Other languages
Korean (ko)
Other versions
KR987000111A (en
Inventor
사토시 니시우미
가즈오 고시마
Original Assignee
닌텐도가부시키가이샤
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
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Publication date
Priority to JP7-288006 priority Critical
Priority to JP28800695 priority
Priority to JP7-328044 priority
Priority to JP32804495A priority patent/JP3524247B2/en
Application filed by 닌텐도가부시키가이샤 filed Critical 닌텐도가부시키가이샤
Publication of KR987000111A publication Critical patent/KR987000111A/en
Application granted granted Critical
Publication of KR100394751B1 publication Critical patent/KR100394751B1/en

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    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
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Abstract

A game machine includes a controller control circuit including a data transfer control circuit and receives data of a first external RAM mounted on a first controller from a second external The data transfer control circuit transmits a predetermined command to the first controller when data is transferred to the RAM, the data stored in the first external RAM is stored in the internal RAM through the data transfer control circuit, The data stored in the internal RAM is transmitted to the second controller and is stored in the second external RAM.

Description

Game machine and game machine system using the same

1 is a connection diagram of a conventional game machine (for example, an electronic game machine) and a controller. The CPU 81 (central processing unit) inputs data to the W-RAM 83 based on the program data stored in the ROM 82 (read-only memory) in synchronization with the clock or from the W-RAM 83 (85) (image processing apparatus) and generates an image signal to the PPU 84 based on the image data of the V-RAM (85). In addition, the CPU 81 transmits a clock signal to the controllers 90A and 90B, and directly receives data such as a switch operated by the operator in synchronization with the clock. The CPU 81 outputs data to the PPU 84 so that the image signal is changed in accordance with the data input from the controllers 90A and 90B.

The game machine and the controllers 90A and 90B synchronize the operation timing of the CPU 81 with the data transmission timing from the controller and the data line for receiving the actuator data from the controllers 90A and 90B, To the controllers 90A and 90B by a block signal line for transmitting the block signals to the controllers 90A and 90B. The data line is directly connected to the CPU 81 through an interface (not shown). In other words, the conventional game machine system directly reads the data of the controllers 90A and 90B at the timing based on the clock by the CPU 81 performing the original image processing.

Therefore, the CPU 81 directly reads signals from the controllers 90A and 90B, and the throughput of the CPU 81 has been increased. In addition, since the CPU 81 reads the signal from the controller in synchronization with the clock and requires a block line in addition to the data line for data transmission and reception, the number of pins of the connector for connecting the cable and the game machine increases and the manufacturing cost increases. In addition, the conventional controllers 90A and 90B are provided with a plurality of switches, and only data indicating whether or not each of the switches is pressed is transmitted to the game machine of the main body.

Conventionally, with the increase of the data amount of the controller, the CPU has to spend time to read the data of the controller. Therefore, the throughput of the CPU has been increased.

Conventionally, a connection between a controller and a game machine requires not only a data line but also a clock signal line. Therefore, the number of pins of the connector for connecting the controller and the game machine is increased, and the manufacturing cost is high.

In addition, in any conventional controller, there is no controller that not only transmits data indicating whether or not each switch is pushed, but also has excellent expandability so that various data can be transmitted and received. Therefore, after releasing the controller, various methods of use could not be realized by expanding in various ways.

Summary of the Invention

Therefore, an object of the first invention is to provide a game machine capable of reducing the CPU processing and sufficiently securing the time required for the original image processing in the CPU.

An object of the second invention is to provide a game machine system capable of reducing the CPU throughput and sufficiently securing the time required for the original image processing by the CPU and reducing the number of pins of the connector for connecting the controller and the game machine, In order to solve the problem. Another object of the present invention is to provide a game machine system capable of realizing various usage methods by expanding a controller in various ways.

The first invention is a game machine (hereinafter referred to as " game machine ") that is connected to a plurality of manipulators that modulate and output manipulator data representing manipulation states of the manipulators 40 by being manipulated by an operator and receiving command data, 10 includes a central processing means 11, an operation storing means 14, a receiving means 173, a temporary storing means 174, a data processing means 171 and a transmitting means 172.

The central processing means is operated for image processing based on a predetermined program and the operation storing means is accessed by the central processing means and allows the central processing means to store the data necessary for the game to proceed and the data from the manipulating means , The receiving means receives and demodulates the operating device data from the operating device, the temporary storing means temporarily stores the operating device data, the data processing means performs predetermined data processing in accordance with the instruction of the central processing means, and the transmitting means outputs And transmits the modulated data to the operator. The central processing means outputs command data for reading the operating device data, the data processing means outputs the command data output from the central processing means to the transmitting means, and the operating device data received by the receiving means is stored in the temporary storage means , And transmits it to the operation storing means at a predetermined timing.

The second invention is a game machine system comprising a plurality of operating devices operated by an operator and a game machine (10) for performing image processing based on operating machine data from the operating machine (40), wherein the game machine comprises a central processing means ), The operation storing means 14, the first receiving means 173, the temporary storing means 174, the first data processing means 171, the first transmitting means 172 and the connecting means 181-184 And the operating unit is provided with second data receiving means 441, switch means 45 and 403-407, second data processing means 442 and transmitting means 445.

The central processing means operates for image processing based on a predetermined program and the operation storing means is accessed by the central processing means so that the central processing means can store the data necessary for the game to proceed and the data from the manipulating means The first receiving means demodulates and receives the manipulator data from the manipulating device, and the temporary storing means temporarily stores the command data and the manipulator data. The first data processing means performs predetermined data processing in accordance with the command of the central processing means, The transmitting means modulates the data output from the first data processing means and transmits the modulated data to the manipulating device, the connecting means connects the game machine and the manipulating device, the second receiving means demodulates and receives the data from the first transmitting means, And the second data processing means is operated by the operator And the transmitting means modulates the operating device data output from the second data processing means and transmits the modulated operating device data to the game machine and the operating device is connected to the connecting means so that the operating device and the first data processing means are electrically connected , The central processing means outputs command data for reading the operating device data, the first data processing means outputs the command data output from the central processing means to the first transmitting means, and the manipulator data received by the first receiving means Is stored in the temporary storage means and is transferred to the operation storage means at a predetermined timing.

According to the game machine according to the present invention, since the processing means other than the central processing means processes the manipulation machine data without performing the manipulation of the manipulation machine data every time the manipulation device data is used by the central processing means, the processing of the central processing means is reduced It is possible to realize a game machine capable of sufficiently securing the time required for the original game processing in the central processing means.

Further, since the manipulator data is stored in the memory means for storing the data necessary for advancing the game, the central processing means can process the manipulator data in the same manner as other game data. Therefore, the central processing means can perform game processing with high degree of freedom at high speed.

Further, according to one aspect of the present invention, since the operator data can be partially read, it is not necessary to read all the operator data at once. Therefore, unnecessary operator data is not required to be read and the reading speed is shortened.

According to the game machine system of the present invention, since the processing means other than the central processing means processes the operating device data, it is possible to reduce the processing of the central processing means and sufficiently secure the time required for the original game processing, etc. A game machine system can be realized. Further, since the manipulator data is stored in the memory means for storing the data necessary for advancing the game, the central processing means can process the manipulator data in the same manner as other game data. Therefore, the central processing means can perform game processing with high freedom at high speed. In addition, the number of pins of the connector for connecting the controller and the game machine can be reduced, and the manufacturing cost can be reduced.

According to one aspect of the game machine system, various operating methods can be realized by expanding the operating device in various ways.

According to another aspect, it is possible to store data to be processed by the central processing means in the expansion memory connected to the manipulation device. Therefore, it is effective to store different data for each operator.

According to another aspect, data of an expansion memory connected to one of the plurality of manipulators can be stored in an expansion memory connected to another manipulator. Therefore, it is possible to copy data between operators.

According to another aspect of the present invention, the data of the external storage means is temporarily stored in the operation storage means, so that the data can be converted and copied by the central processing means. Therefore, data can be copied in different formats for each external storage means.

The above and other objects, features and advantages of the present invention will become more apparent from the following detailed description of the embodiments with reference to the drawings.

The present invention relates to a game machine system having an operating device. More specifically, the present invention relates to a game machine system including a game machine such as a personal computer or a video game machine, and an operating device (controller) for transmitting and receiving data to the game machine.

BRIEF DESCRIPTION OF THE DRAWINGS FIG. 1 is a block diagram briefly illustrating a prior art; FIG.

2 is a schematic diagram showing an embodiment of the present invention;

3 is a block diagram showing the image processing apparatus of FIG. 2 in detail;

4 is a view showing a memory map of the CPU of the embodiment of Fig. 3 showing an external memory and W-RAM built in the cartridge;

FIG. 5 is a block diagram showing in detail the controller control circuit in the embodiment of FIG. 3; FIG.

6 is a diagram showing a method of modulating and demodulating data;

FIG. 7 is a view showing a memory map of the RAM of FIG. 5; FIG.

8 is a perspective view of the controller of the embodiment of FIG. 3 as seen from above;

FIG. 9 is a perspective view of the controller of FIG. 3 as viewed from below; FIG.

FIG. 10 is a perspective view showing an analog joystick unit usable in the embodiment; FIG.

11 is a perspective view showing a main part of the unit of Fig. 10;

FIG. 12 is an exploded perspective view showing a main part of the unit of FIG. 10; FIG.

Fig. 13 is a sectional view showing a main part of the unit of Fig. 10; Fig.

14 is a block diagram showing details of an example of a controller and an expansion device;

15 is a view showing data of the analog joy stick and each button of the controller;

16 is a block diagram showing another example of the controller and the expansion device in detail;

17 is a flowchart showing the CPU operation of the third embodiment;

18 is a flowchart showing the operation of the bus control circuit of the third embodiment;

19 is a flowchart showing the operation of the controller control circuit of the third embodiment;

20 is a flowchart showing the operation of the controller circuit of the third embodiment;

21 is a schematic diagram showing transmission / reception data of the control circuit when the command " 0 " is transmitted from the controller control circuit;

22 is a schematic diagram showing transmission / reception data of the control circuit when the command " 1 " is transmitted from the controller control circuit;

23 is a schematic diagram showing transmission / reception data of the control circuit when the command " 2 " is transmitted from the controller control circuit;

Fig. 24 is a schematic diagram showing transmission / reception data of the control circuit when the command " 3 " is transmitted from the controller control circuit; Fig.

25 is a schematic diagram showing transmission / reception data of the control circuit when the command " 255 " is transmitted from the controller control circuit;

26 is a flowchart showing a data copy operation;

27 is a flowchart showing a first method of origin resetting;

28 is a flowchart showing a second method of origin resetting;

29 is a diagram showing the reaction between the physical coordinates of the joy stick and the display screen;

30 is a diagram showing the correspondence between the physical coordinates of the joy stick and the display screen when the origin is reset.

Example

2 is an external view showing a system configuration of a game machine system according to an embodiment of the present invention. The game machine system is, for example, a video game system and includes a game machine 10, a ROM cartridge 20 as an example of an external storage device, a monitor 30 as an example of display means connected to the game machine 10, A controller 40 as an example and a RAM cartridge 50 as an example of an expansion device that is detachably mounted on the controller 40. [ The external storage device stores image data and program data for image processing such as games, and also stores sound data such as music and sound effects, if necessary. The external storage device stores CD-ROMs or magnetic disks It is also good. When the image processing system of the present embodiment is applied to a personal computer, an input device such as a keyboard or a mouse is used as the operation means.

3 is a block diagram of the game machine system of the embodiment. A central processing unit (hereinafter, " CPU ") 11 and a bus control circuit 12 are incorporated in the game machine 10. [ The bus control circuit 12 is connected with the cartridge connector 13 for detachably mounting the ROM cartridge 20 and at the same time the working RAM 14 is connected. The bus control circuit 14 is connected to the audio signal generating circuit 15 for outputting the audio signal processed by the CPU 11 and the image signal generating circuit 16 for outputting the image signal, A controller control circuit 17 for serially transmitting operation data of the plurality of controllers 40 and / or data of the RAM cartridge 50 is connected. Control-line connectors (hereinafter abbreviated as "connectors") 181 to 184 provided on the front surface of the game machine 10 are connected to the controller control circuit 17. The controller (40) is detachably connected to the connector (18) through a connection jack (41) and a cable (42).

By connecting the controller 40 to the connectors 181 to 184 as described above, the controller 40 is electrically connected to the game machine 10, and mutual data transmission / reception becomes possible.

More specifically, the bus control circuit 12 inputs a command output from the CPU 11 via a bus as a parallel signal, parallel-serial converts the command, and outputs the command as a serial signal To the control circuit 17, converts the data of the serial signal input from the controller control circuit 17 into a parallel signal, and outputs the parallel signal to the bus. The data output from the bus is processed by the CPU 11 or stored in the W-RAM 14, for example. In other words, the W-RAM 14 is a memory for temporarily storing data processed by the CPU 11, and data can be read and input through the bus control circuit 12.

Fig. 4 is a diagram showing areas of each memory allocated to the memory space of the CPU 11. Fig. In the memory space that the CPU 11 can access via the bus control circuit 12, there are an external memory area of the ROM cartridge 20 and a memory area of the W-RAM 14. [ The ROM cartridge 20 is constituted by mounting a ROM storing data for game processing on a substrate and housing the substrate in a housing, but the ROM storage data is shown in the external memory area shown in Fig. That is, the ROM is provided with an image data area 201 in which image data necessary for generating an image signal for a game is stored in the game machine 10, and an image data area 201 for storing program data necessary for the CPU 11 to perform a predetermined operation Program data area 202 is included. The program data area 202 is provided with an image display program for performing image display based on the image data 201, a timepiece program for performing timekeeping processing, a cartridge 20, and an expansion device 50 And a judgment program for judging that there is a predetermined relationship is fixedly stored. Details of the timepiece program and the judgment program will be described later. On the other hand, the memory area of the W-RAM 14 includes an area 141 for temporarily storing data showing the operation state from the control pad.

5 is a detailed circuit diagram of the controller control circuit 17. Fig. The controller control circuit 17 is provided for serially transmitting and receiving data between the bus control circuit 12 and the controller connectors 181 to 184 and includes a data transfer control circuit 171, a transmission circuit 172, a reception circuit 173 for temporarily storing transmission / reception data and a RAM 174 for temporarily storing transmission / reception data. The data transfer control circuit 171 includes a parallel serial conversion circuit and a serial / parallel conversion circuit for converting the data format at the time of data transfer, and at the same time performs input reading control of the RAM 174. The serial / parallel conversion circuit converts the serial data supplied from the bus control circuit 12 into parallel data and gives it to the RAM 174 or the transmission circuit 172. The serial conversion circuit converts the parallel data supplied from the RAM 174 or the reception circuit 173 into serial data and gives it to the bus control circuit 12. [ The transmission circuit 172 converts data for signal read control of the controller 40 supplied from the data transfer control circuit 171 and input data (parallel data) to the RAM cartridge 50 into serial data, (CH1 to CH4) corresponding to each of the channels 40 to 40. [ The receiving circuit 173 receives the data indicating the operation state of each controller 40 input from the channels CH1 to CH4 corresponding to the respective controls 40 and the read data from the RAM cartridge 50 from the serial data Converts it into parallel data, and gives it to the data transfer control circuit 171.

The transmission circuit 172 and the reception circuit 173 adopt a duty cycle modulation / demodulation scheme as an example of modulation / demodulation (hereinafter referred to as modulation / demodulation). The duty cycle modulation / demodulation scheme is a modulation / demodulation scheme in which "1" and "0" are expressed by changing a high (Hi) period and a low (Lo) period at constant time intervals as shown in FIG. (TH> tL) in which the high level period tH is made longer than the low level period tL in one cycle period T when the data to be serially transmitted is logic "1" (TH < tL) shorter than " tL " in one cycle period (T) when the data to be transmitted is logic " 0 ".

On the other hand, in the demodulation method, the received serial signal (bit transmission signal) is sampled and it is always monitored whether the received signal is at a high level or a low level. The time from the high level to the low level of the received signal is referred to as "tL" When the time from high to low is "tH", one cycle is represented by T = tL + tH. At this time, the relationship between "tL" and "tH" is recognized as logic "1" when tL <tH and recognized as logic "0" when tL> tH. With such a duty cycle modulation / demodulation scheme, there is no need to send data in synchronization with a clock, and data can be transmitted / received using only one signal line. It goes without saying that another modulating and demodulating method may be used when two signal lines are provided.

The RAM 174 includes memory areas or memory areas 174a through 17h as shown in the memory map of Fig. Specifically, an instruction for one channel is stored in the area 174a, and transmission data and reception data for one channel are stored in the area 174b. In the area 174c, a command for two channels is stored. In the area 174d, transmission data for two channels and reception data are stored. In the area 174e, a command for three channels is stored, and in the area 174f, transmission data for three channels and reception data are stored. An instruction for four channels is stored in the area 174g, and transmission data and reception data for four channels are stored in the area 174h.

The data transfer control circuit 171 transfers the data transferred from the bus control circuit 12 or the operation state data of the control path 40 received by the receiving circuit 173 and the read data of the RAM cartridge 50 to the RAM 174 or to read the data in the RAM 174 based on an instruction from the bus control circuit 12 and to transfer the read data to the bus control circuit 12. [

8 and 9, the controller 40 in this embodiment includes a housing 401 including an upper half and a lower half, and a left handle 402L and a right handle 402R Are formed so as to protrude forward. At the intermediate position between the left handle 402L and the right handle 402R, a center knob 402C protrudes forward. On the surface of the housing 401 near the base end of the left knob 402L, a cross-direction indicating switch 403, which is a digital joy stick, is formed. Operation instruction switches 404A, 404B, 404C, 404D, 404E, and 404F for instructing six kinds of operations are formed on the surface of the housing 401 near the base end of the right knob 402R.

On the housing 401 near the base end of the center knob 402C, there is formed an analog joy stick 45 capable of indicating a forward direction of 360 degrees. At a substantially central position of the housing 401, a start switch 405 for instructing the start of a game is formed. The start switch 405 is also located approximately at the center of the area surrounded by the switches 403, 404A, 404F and the analogue joystick 45. [

A pair of side switches 406L and 406R are formed on the back side of the housing 401 and are located substantially at the center of the lower half and a bottom switch 407 is formed near the base end of the center knob 402C.

The back side of the lower half extends in the bottom surface direction, and an opening portion 408 is formed at the tip end thereof. In the opening 408, a connector (not shown) to which the extension cartridge 50 shown in FIG. 4 is connected is provided. Further, a lever 409 for discharging the cartridge 50 inserted into the opening 408 is formed in the opening 408. A notch 410 is formed on the opposite side of the lever 409 of the opening 408 for inserting the extension cartridge 50 described above and the notch 410 is formed by using the lever 409, 50, the space for drawing out the extension cartridge 50 is formed.

Hereinafter, the analog joy stick 45 will be described in detail with reference to FIGS. 10 to 13. FIG. The analog joy stick 45 is configured as the joy stick unit shown in Fig. The joy stick unit is fitted to the upper half and the lower half of the housing 401. The joystick unit includes a housing formed by a case 451 and a cover 452, and an inner case 453 is accommodated in the housing.

As shown in Figs. 11 and 12, the inner case 453 has a bowl-shaped recess 454 at its center and two pairs of support plates 455a, 455b, 456a, 456b 457b, 458a, and 458b are provided on the support plates 455a, 455b, 456a, and 456b, respectively. The bearings 457a, 457b, 458a and 458b are arranged on the same axis line, and the axes of the bearings 457a, 457b, 458a and 458b are orthogonal to each other at the same height level. On the side surface of the inner case 453, vane wheels 459 and 460 having rotary shafts perpendicular to each other are rotatably supported and teeth 461 are provided on the respective discs 459 and 460.

The analog joy stick unit includes pivot members 462 and 463. One swinging member 462 is formed of an arc-shaped member having an elongated hole 464 in the longitudinal direction. Support shafts 465a and 465b are provided at both ends of the swinging member 462, and support shafts 465a and 465b Shaft end portions 467a and 467b having planar surfaces 466a and 466b extend from one end of the shaft portion 467a and fan teeth 468 are provided on the shaft end portion 467b on one side. The other swinging member 463 is different from the one swinging member 462 in that the other swinging member 463 is formed by an arc-shaped member having a smaller radius of curvature than that of the one swinging member 462, have. Reference numerals 471a and 471b denote flat surfaces; reference numerals 472a and 472b denote shaft ends; and reference numerals 473 and 473b denote supporting holes. This represents the tooth.

The pair of swinging members 462 and 463 pivotally support the support shafts 465a, 465b, 470a and 470b on the two sets of bearings 457a, 457b, 458a and 458b of the inner case 453, (463, 469) are arranged so as to be overlapped with each other at intervals so as to be perpendicular to each other. The sector teeth 468 and 473 of the pair of swinging members 462 and 463 attached to the inner case 453 are engaged with the teeth 461 described above. Each of the flat surfaces 466a, 466b, 471a, and 471b described above is included in the same horizontal plane in the neutral state of the lever 474 described later.

12, the lever 474 includes a protrusion 475 protruding outward in the diameter direction at one end, a ball portion 476 at the middle portion, and a connecting portion 477 . A groove 478 extending in the direction of the hypotenuse is formed in the bent portion 476 at a position spaced by 180 degrees. The diameter of the lever 474 is not larger than the short diameter size of the long holes 464 and 469 of the swinging members 462 and 463, preferably slidably fitted in the long holes 464 and 469, The size is chosen to be acceptable. One end of the lever 474 is inserted through the elongated holes 464 and 469 and the protrusion 475 is inserted into the elongated hole 464 of one swinging member 462. The protrusion 475 protrudes in the direction orthogonal to the longitudinal direction of the elongated hole 469 of the upper swinging member 463 attached to the inner case 453, The projection 475 is fixed by the swinging member 463 on the upper side.

11 is housed in the outer case shown in Fig. 10. At this time, the inner case 453 is fixed to the outer case by an appropriate means such as a screw (not shown).

12, photo interrupters 479 and 480 are provided in opposition to the two vanes or discs 459 and 460, respectively, in the inner case 453. As shown in FIG. The photointerrupters 479 and 480 each include a light emitting element and a light receiving element (not shown), and the light from the light emitting element passes through the slits 481 and 483 formed in the impeller wheels 459 and 460, And is received by the light receiving element. Accordingly, the photointerrupters 479 and 480 detect the slits 481 and 482, respectively, and output pulse signals along the slits 481 and 482 along the rotation of the wing wheels or the disks 459 and 460.

The height levels of the pivotal shafts (support shafts 465 and 470) of the swinging members 462 and 463 coincide with the center height level of the bend 476 of the lever 474.

A substrate (not shown) to which a flexible wiring board 483 is connected is assembled to the outer case 451. Light emitting elements or light receiving elements included in the photointerrupters 479 and 480 described above are attached to the wiring pattern of the substrate And are electrically connected.

13, a groove attachment ring 484 is fitted on flat surfaces 466 and 471 provided on a pair of pivotal members 462 and 463 and a coil spring 484 is fitted on the groove attachment ring 484, (485). The grooved ring 484 has a lower surface of the ring 484 in a neutral state of the lever 474 in the example of the pressing member and the lower surface of the ring 484 and the flat surfaces 466, The faces come into contact and overlap each other.

As shown in FIG. 13, a guide ring 486 is attached to the cover 452, and a circular hole 487 is formed in the center of the guide ring 486. The guide ring 486 further includes a guide wall 488 which is inclined upwards from the periphery of the hole 487 to the outside. That is, the guide wall 488 is formed as a whole in a " mortar " or " cone " shape. And, the guide wall 488 has an outer edge 491 made of an octagonal shape as viewed from above.

The diameter of the hole 487 is selected to be substantially the same as the outer peripheral diameter of the spherical portion 476 of the lever 474 described above. 13, the hole edge of the hole 487 is brought into contact with the spherical portion 476 of the lever 474 and the lever 474 is pivoted by the spherical portion 476 and the hole 487 in all directions . A circular boss 489 protrudes from the hole 487 of the guide ring 486 at 180 degrees apart toward the radially inward direction and the boss 489 is inserted into the hole 487 of the guide ring 486, (Latitude line direction) grooves 478, respectively. Thus, the lever 474 can swing by the axial rotation of the boss 489, but can not rotate by the axial rotation of the lever 474 itself. Therefore, the groove 478 of the spherical portion 476 and the boss 489 prevent the lever 474 from rotating in the axial rotation.

When the cover 452 is attached to the outer case 451, the spring 490 is compressed between the groove attaching ring 484 and the cover 452. The flat surfaces 466 and 471 of the pair of swinging members 462 and 463 are normally suppressed by the force of the spring 490 through the groove attaching ring 484 and by this pressing action, So that the lever 474 is elastically urged in a normal posture, that is, in a neutral state, as a result.

An operation knob 492 is attached to the lever 474 through a connecting portion 477 of the lever 474. On the upper surface of the operation handle 492, a recess 493 is provided so as to easily place a finger.

In such an analog joystick unit, when the swinging members 462 and 463 move according to the inclination direction and the inclination angle of the lever 474 and the vane wheels or the original discs 469 and 470 rotate according to the swinging angles of the swinging members 462 and 463, Output from the photo interrupters 479 and 480 according to the rotation amounts of the original disks 469 and 470, and the pulses are used as coordinate signals in the X-axis and / or Y-axis directions.

14 is a detailed circuit diagram of the controller 40 and the RAM cartridge 50 as an example of the expansion device. The operation signal processing circuit 44 is provided in the housing of the controller 40 to detect the operation state of each switch 403 to 407 or the joy stick 45 and to transmit the detected data to the controller control circuit 17. [ And the like. The operation signal processing circuit 44 includes a reception circuit 441, a control circuit 442, a switch signal detection circuit 443, a counter circuit 444, a transmission circuit 445, a joyport control circuit 446, A reset circuit 447, and a NOR gate 448.

The receiving circuit 441 converts a serial signal such as a control signal transmitted from the controller control circuit 17 and input data into the RAM cartridge 50 into a parallel signal and gives it to the control circuit 442. [ The control circuit 442 generates a reset signal and outputs the reset signal to the counter 444 through the NOR gate 448 when the control signal transmitted from the controller control circuit 17 is the reset signal of the X and Y coordinates of the joystick 45 The coefficient values of the X-axis counter 444X and the Y-axis counter 444Y are reset (0). The joystick 45 includes port interrupts for the X axis and the Y axis so as to generate a pulse number proportional to the amount of tilting in the X axis direction and the Y axis direction in the direction in which the lever is inclined, And the counter 444Y. The counter 444X counts the number of pulses generated in accordance with the amount of the inclination when the joystick 45 is inclined in the X-axis direction. The counter 444Y calculates the number of pulses generated in accordance with the amount of the jerk when the joystick 45 is tilted in the Y-axis direction. Therefore, the movement direction and the coordinate position of the main character or the cursor are determined by the X-axis and Y-axis composition vectors determined by the calculated values of the counter 444X and the counter 444Y. The counter 444X and the counter 444Y are connected to the switch signal detection circuit 443 when the reset signal given from the reset signal generation circuit 447 when the power is turned on or when the two switches predetermined by the player are simultaneously suppressed, The calculated value is also reset by the reset signal given from the reset signal.

The switch signal detection circuit 443 is responsive to an output command signal of a switch state given from the control circuit 442 at a predetermined period (for example, at intervals of 1/30 second of the frame period of the television) 406R, 406R, and 407, and gives it to the control circuit 442. The control circuit 442 controls the operation of the switches 404A to 404F, 405L, 406R,

The control circuit 442 outputs the operation state data of each of the switches 403 to 407 and the count values of the counters 444X and 444Y in a predetermined data format in response to the read command signal of the operation state data from the controller control circuit 17. [ To the transmission circuit 445 in this order. The transmission circuit 445 converts the parallel signal output from the control circuit 442 into serial data and transmits the serial data to the controller control circuit 17 through the conversion circuit 43 and the signal line 42.

A port control circuit 446 is connected to the control circuit 442 through an address bus, a data bus, and a port connector 46. [ The port control circuit 446 performs data input / output control (or transmission / reception control) in accordance with an instruction from the CPU 11 when the RAM cartridge 50, which is an example of the expansion device, is connected to the port connector 46. [ The RAM cartridge 50 is configured by connecting a RAM 51 to an address and a data bus and connecting a battery 52 for supplying power to the RAM 51. [ The RAM 51 is a RAM having a capacity equal to or less than half of the maximum memory capacity that can be accessed using the address bus, and is composed of, for example, a 256 kilobit RAM.

The RAM 51 stores backup data related to the game and the RAM cartridge 50 receives power supply from the battery 52 pulled out from the port connector 46 to retain the stored data.

15 is a diagram illustrating a data port format when the image processing apparatus reads data showing the operation states of the switches 403 to 407 and the joy stick 45 from the controller 40. [ The data generated by the controller 40 consists of 4 bytes of data. The data of the first byte indicates that the upper, lower, left, and right pushing points of the switches 404B, 404A, 407, 405 and the cross switch 403 are pressed. For example, if the B button, that is, the switch 404B is depressed, the most significant bit of the first byte becomes "1". Likewise, in the second byte, JSRST, 0 (not used in the embodiment), L, R, E, D, C and F, that is, switches 409, 406L, 406R, 404E, 404D, 404C and 404F are pressed . The third byte indicates the X coordinate (coefficient value of the X counter 444X), which is a value according to the inclination angle of the joy stick 45 in the X direction, in binary numbers. The fourth byte indicates the Y coordinate (coefficient value of the Y counter 444Y), which is a value according to the inclination angle of the joystick 45 in the Y direction, in binary numbers. Each X, Y coordinate value is represented by an 8-bit binary number, so converting it to a decimal number makes it possible to represent the joystick (45) as a value ranging from 0 to 255. Also, The inclination angle of the joy stick 45 can be represented by a value from -128 to 127. [

16 shows an embodiment in which an expansion device 60 including a liquid crystal display (LCD) 62 and an LCD controller 61 is connected to the controller 40. Fig. In this embodiment, when the expansion device 60 is connected to the connector 46, the LCD controller 61 is electrically connected to the joystick control circuit 446, and data can be transmitted and received. The LCD controller 61 outputs an image signal to the LCD 62 on the basis of data output from the joy-pot control circuit 446. The LCD 62 displays an image by the image signal from the LCD controller 61.

Also, although the expansion device 50 including the RAM and the expansion device 60 including the LCD 62 are used, any expansion device that operates by transmitting and / or receiving data is available.

Next, the operation of transmitting and receiving data of the game device 10 and the controller 40 will be described.

First, the image processing will be described with reference to the flowchart of the CPU 11 of the game machine 10 of Fig. In step S11, the CPU 11 performs an initial setting based on an initial value (not shown) stored in the program data area 202 of Fig. Next, in step S12, the CPU 11 outputs a controller pad data request command stored in the program data area 202 to the bus control circuit 12. [ Next, in step S13, the CPU 11 performs predetermined image processing based on the program and the image data area 201 stored in the program data area 202 of Fig. Further, when the CPU 11 is executing the step S13, the bus control circuit 12 executes the steps S21 to S24. Next, in step S14, the CPU 11 outputs the image data based on the controller pad data stored in the controller pad data area 141 of Fig. After completing the step S14, the CPU 11 repeatedly executes the steps S12 to S14.

The operation of the bus control circuit 12 will be described with reference to FIG. In step S21, the bus control circuit 12 determines whether the CPU 11 has output a controller data request command (request command such as switch data of the controller 40 or data of the expansion device 50). If the controller data request command is not output, it waits until it is output. In step S22, the bus control circuit 12 instructs the controller control circuit 17 to read out the data of the controller 40 (1), (2), and so on). Next, in step S23, the bus control circuit 12 determines whether the controller control circuit 17 receives the data from the controller 40 and is stored in the RAM 174 or not. The bus control circuit 12 waits in step S23 if the controller control circuit 17 receives data from the controller 40 and is not stored in the RAM 174 and the controller control circuit 17 controls the controller 40 And if the data is stored in the RAM 174, the process proceeds to step S24. The bus control circuit 12 transfers the data of the controller 40 stored in the RAM 174 of the controller control circuit 17 to the W-RAM 14 in step S24. When the data transfer to the W-RAM 14 is completed, the bus control circuit 12 returns to step S21 and repeats the operations from step S21 to step S24.

In the above flowchart, the bus control circuit 12 transfers data from the RAM 174 to the W-RAM 14, and then the CPU 11 processes the data stored in the W-RAM 14 The CPU 11 may process the data in the RAM 174 directly through the bus control circuit 12. [

Fig. 19 is a flowchart for explaining the operation of the controller control circuit 17. Fig. In step S31, the presence or absence of an input wait from the bus control circuit 12 is determined. If not, the data transfer control circuit 171 waits until there is awaiting input from the bus control circuit 12. The data transfer control circuit 171 causes the RAM 174 to store instructions and / or data (hereinafter, abbreviated as "command / data") for the first to fourth channels in the next step S32. The command / data of the first channel is transmitted to the controller 40 connected to the connector 181 in step S33. The control circuit 442 performs a predetermined operation based on the command / data and outputs data to be transmitted to the game device 10. [ The content of this data will be described later in the description of the operation of the control circuit 442. In step 34, the data transfer control circuit 171 receives the data output from the control circuit 442 and stores the data in the RAM.

Thereafter, in the same manner as the operation of the first channel in steps S33 and S34, the command / data of the second channel is transmitted to the controller 40 in step S35. The control circuit 442 performs a predetermined operation based on this command / data and outputs data to be transmitted to the game device 10. [ In step S36, the data transmission and input processing of the second channel is performed. Further, in step S37, the command / data of the third channel is transmitted to the controller 40. [ The control circuit 442 performs a predetermined operation based on this command data and outputs data to be transmitted to the game device 10. [ In step S38, the data transmission and input processing of the second channel is performed. Further, in step S39, the instruction / data of the fourth channel is transmitted to the controller 40. [ The control circuit 442 of the controller 40 performs a predetermined operation based on this command / data and outputs data to be transmitted to the game device 10. [ In step S40, data transmission and input processing of the fourth channel is performed. Subsequently, in step S41, the data transfer control circuit 171 transfers the data received in steps S34, S36, S38, and S40 to the bus control circuit 12 in a lump.

The data of the first channel to the fourth channel, that is, the commands to the controllers 40 connected to the connectors 181 to 184 and the operation state data to be read from the respective controllers 40 are subjected to time division processing And is transferred between the data transfer control circuit 171 and the control circuit 442 in each controller 40. [

20 is a flowchart for explaining the operation of the controller circuit 44. Fig. First, in step S51, it is determined whether or not an instruction is input from the game device 10 to the control circuit 442. [ If no command is entered, it waits until the command is input. When the command is input, it is determined in step S52 whether the command input to the control circuit 442 is a status request command (command &quot; 0 &quot;). If the command is &quot; 0 &quot;, the flow advances to step S53 to execute the state sending processing.

When the CPU 11 outputs the command &quot; 0 &quot; in step S53, the format data is transmitted and received between the game device 10 and the controller 40 as shown in Fig. At this time, the control circuit 442 transmits a type L (1 byte), a type H (1 byte) and a status when receiving the data of command &quot; 0 &quot; composed of 1 byte (8 bits). The type L and type H are data identifying the function of the device connected to the joe port connector 46 and are unique data recorded in the RAM cartridge 50. [ This makes it possible for the game device 10 to recognize which extension device (e.g., the RAM cartridge 50 or other extension device such as the LCD 62) is connected to the controller 40. [ State is data showing whether or not an expansion device such as the RAM cartridge 50 is connected to the port and whether or not the expansion device is connected after resetting.

On the other hand, if it is determined in step S52 that the command is not "0", it is determined whether the command input in step S54 is a pad data request command (command "1"). In the case of the command &quot; 1 &quot;, the process proceeds to step S55 and the process of transmitting pad data is performed. More specifically, when the CPU 11 outputs the command &quot; 1 &quot;, the format data shown in Fig. 22 is transmitted and received between the game device 10 and the controller 40. [ At this time, when the control circuit 442 receives the data of the instruction 1 composed of 1 byte (8 bits), the control circuit 442 outputs the data of B, A, G, start, (16 bits), JSRST (1 bit), and counter 444X and data (16 bits) of the counter 444Y, which are the four switch data (right), L, R, E, D, By transmitting these data to the game machine 10, the game machine 10 can recognize how the operator manipulated the controller 40 and use the game machine 10 to change the image in accordance with the operation state of the controller 40 do.

(Command &quot; 2 &quot;) of the data related to the RAM cartridge 50 to which the command input at the subsequent step S56 is connected to the expansion connector is judged at the above-described step S54, Is determined. In the case of command &quot; 2 &quot;, the flow advances to step S57 to perform extended connector recording processing. More specifically, when the CPU 11 outputs the command &quot; 2 &quot;, data of the format is transmitted and received between the game device 10 and the controller 40 as shown in Fig. At this time, the control circuit 442 outputs instruction (2) data consisting of 1 byte (8 bits), address H (8 bits) showing the upper bits of the address, and lower bits (32 bytes) and a data error stored in the RAM cartridge on the basis of the received address data when receiving an address (CRC) (5 bits) for checking the address L and the transmission / reception address data error And transmits an address (CRC) (8 bits). By connecting the RAM cartridge 50 (or another expansion device) and the game machine 10 in this way, the game machine 10 can process data from the RAM cartridge 50 or the like.

If it is determined in step S56 that the instruction is not the instruction &quot; 2 &quot;, the instruction input in the continuation step S58 is an instruction to input an instruction to input information related to the RAM cartridge 50 connected to the expansion connector 46 Command &quot; 3 &quot;). In the case of command &quot; 3 &quot;, the data reading process of the RAM cartridge 50 connected to the expansion connector 46 is performed in step S59. Concretely, when the CPU 11 outputs the command &quot; 3 &quot;, the data shown in Fig. 24 is transmitted and received between the game device 10 and the controller 40 in response to the command &quot; 3 &quot;.

In other words, the control circuit 442 includes an instruction (3) data composed of 1 byte (8 bits), an address H (8 bits) showing the upper bits of the address, an address An address (CRC) (5 bits) for checking the transmission / reception address data error and data (32 bytes) to be transmitted to the RAM cartridge 50 are received, CRC) (8 bits). By connecting the expansion device 50 and the game device 10 as described above, the game device 10 can control the expansion device 50. [ In addition, since the expansion device 50 and the game device 10 are connected to each other in this manner, the function of the controller 40 can be dramatically improved.

If it is determined in step S58 that there is no instruction &quot; 3 &quot;, it is determined in step S60 whether or not the instruction is a reset instruction (instruction 255). In the case of the reset command 255, a reset process of the counter 444 of the joystick 45 is performed in step S61.

More specifically, when the CPU 11 outputs the command 255, the data shown in FIG. 25 is transmitted and received between the game device 10 and the controller 40. FIG. That is, when the control circuit 442 of the controller 40 receives the data of the command 255 consisting of 1 byte (8 mites), it outputs a reset signal and resets the X counter 444X and the Y counter 444Y , Type L (1 byte), type H (1 byte), and status described above.

The controller control circuit 17 controls the expansion device 50 connected to the jaw port connector 46 of the controller 40 (controller A) connecting the connection jack 41 to the controller connector 181, The data stored in the RAM 51 in the RAM 51 is connected to the joystick connector 46 of the controller 40 (controller B) connected to the controller connector 182 via the connection jack 41 To the RAM 51 in the expansion device 50 will be described with reference to the flowchart of Fig.

First, the data transfer control circuit 171 instructs the controller A to issue a command " 2 " at step S191, when the operator operates the controller 40 to start the backup, .

The controller A performs a predetermined operation in accordance with the instruction " 2 " and transmits the data stored in the RAM 51 to the data transfer control circuit 171. [ In step S193, the data transfer control circuit 171 stores the data received from the controller A in the RAM 174. [ The data transfer control circuit 171 transfers the data stored in the RAM 174 to the W-RAM 14 in step S194. When the RAM 51 connected to the controller A and the RAM 51 connected to the controller B have different data formats, data stored in the W-RAM 14 is read by the CPU 11 Change it. The data transfer control circuit 171 transfers the data stored in the W-RAM 14 to the RAM 174 in step S195. In step S197, the data transfer control circuit 171 transmits the command " 3 " to the controller B. [ In step S196, the data transfer control circuit 171 transmits the data stored in the RAM 174 to the controller B. [ In step S198, it is determined whether or not all the data to be transferred from the controller A to the controller B have been transferred. When the transfer is completed, the backup operation is terminated. If the transfer is not completed, steps S191 to S198 are executed again.

By executing the steps S191 to S198 in this manner, the data stored in the RAM 51 of the expansion device 50 connected to the controller A is transferred to the RAM of the expansion device 50 connected to the controller B (51).

This allows you to analyze your opponent's battle record and reference it to future matches, or even play a racing game or a baseball game yourself. You can also use your tuning data or baseball team data to play against your opponent's machine or baseball team. .

Next, the resetting of the above-described joystick 45 will be described in detail.

There are three methods of resetting the origin of the joystick 45, that is, resetting by operation of a button, resetting by power on / off, and resetting by the game machine 10.

(1) Reset by button operation

The resetting of the counter 444 which stores the data of the inclined state of the joystick 45 will be described with reference to the flowchart of Fig. First, in step S432, the switch signal detection circuit 443 detects whether the button 406L, the button 406R, and the button 405 are pressed at the same time. When three buttons are not pressed, the detection of the switch signal continues. In addition, when three buttons are pressed, a reset signal is outputted.

By this reset signal being output, the count values of the X counter 444X and the Y counter 444Y are reset in step S434. Therefore, the origin of the joystick is determined each time the button 406L, the button 406R, and the button 405 are depressed simultaneously.

Although the above embodiment shows an example in which the switch signal detection circuit 443 generates the reset signal when the user simultaneously depresses three buttons including the button 406L, the button 406R and the button 405, You do not need to be a button. For example, the number of buttons pressed by the user is not limited to three, and two or four buttons may be used. In addition, the button for resetting may be set to any of the buttons other than the above-described three buttons.

(2) Reset by power on / off

The resetting of the other counters 444 will be described with reference to the flowchart of Fig. First, when the controller 40 is connected to the game machine 10, when the user turns on the power switch of the game machine 10 or when the controller 40 is not connected to the game machine 10, The power-on reset circuit 447 outputs a provisional setting signal in accordance with the supply of power to the controller 40 by inserting the plug of the power-on reset circuit 447 into the controller connector 181-184 of the game machine 10. [ By this reset signal being output, the count values of the X counter 444X and the Y counter 444Y are reset in step S442. Thus, the origin of the joystick is determined each time a power source is supplied to the controller 40. [

(3) Reset by the game machine 10

There is a resetting of the steps S60 and S61 of Fig. 20 described above. By this resetting, the origin of the joystick 45 can be determined freely in the program according to the processing state of the game machine 10. [

In this way, the X counter 444X and the Y counter 444Y can be reset. A reset signal is output when the lever 474 is neutral (not being operated by the user), so that a false coefficient is stored in the X counter 444X and the Y counter 444Y, Value can be prevented from being transmitted.

Next, an example of changing the screen by the controller 40 will be described with reference to Fig. 29, the physical inclination amount of the lever 474 is shown in coordinates. Specifically, a circle drawn at the center indicates the position of the lever 474, and this figure shows a state in which the operator does not operate (the lever 474 stands upright to the housing in a vertical direction). When the lever 474 is tilted forward from the operator side, the circle moves in the + direction with respect to the Y axis. When the lever 474 is tilted backward, the circle moves in the minus direction with respect to the Y axis. When the lever 474 is tilted to the right from the operator side, the circle moves in the + direction with respect to the X axis. When the lever 474 is tilted to the left, the circle moves in the minus direction with respect to the X axis.

29 shows a display screen of a game in which the aiming 35 is moved up and down and left and right by tilting the lever 474 in the front, rear, left, and right directions to aim at the enemy 34 as an example of the embodiment. The cloud 31, the mountain 32, and the building 33 are background images for changing the screen, and the enemy 34 is an object on which the user freely moves on the screen. For example, as shown in the figure, when the enemy 34 appears on the upper right side of the screen, the operator tilts the lever 474 to the right front side. Then, the X counter 444X in the controller 40 is added to increase the count value, and the Y counter 444Y is added to increase the count value. The data of this count value is transmitted to the game machine 10. [

The game device 10 changes the display position of the aiming 35 by using the data of the addition value. As a result, the aim 35 and the enemy 34 overlap each other. Then, when a button such as the button 404A is pressed when overlapped, this switch data is also transmitted to the game machine 10 in the same manner as the above-described data of the addition value. As a result, the game device 10 displays a missile (not shown) or the like on the screen, and generates an image signal for displaying the enemy 34 to fit.

Next, an example of a case where the lever 474 is reset (inclined) by shifting from the central portion will be described with reference to FIG. When the operator releases the lever 474 when the X counter 444X and the Y counter 444Y are reset at the coordinate positions indicated by circles on the solid line in the left drawing of Fig. 30, the lever 474 is moved to the center (The position indicated by the circle of the broken line). The change of the image display at this time will be described with reference to the right drawing of Fig. First, when the X counter 444X and the Y counter 444Y are reset, the collimation 35 is displayed at the circle position of the solid line in the same manner as the right diagram of Fig. This is because the coefficient values of the X counter 444X and the Y counter 444Y are 0, and therefore, they are the same coefficient values as the initial values. Next, when the operator releases the lever 474 and the lever 474 returns to the center position of the coordinates, the X counter 444X in the controller 40 is added to increase the count value, and the Y counter 444Y ) Is subtracted and the count value becomes smaller. This count value data is transmitted to the game device 10. [ The game machine 10 uses this count value data to change the display position of the aim 35. (Change to the position of the aim 35 of the broken line.)

It is explained at what time this resetting is carried out. For example, it is assumed that the operator expects the position where the enemy 34 appears at the sighting 35 position of the broken line in the right drawing of FIG. In that case, we would like to aim the aim 35 at the aim 35 position of the dashed line at the moment the enemy 34 appears. However, stopping the aiming 35 continuously with the sighting 35 of the broken line is tedious to operate the game, and there is a possibility that it can not respond when the enemy 34 appears from a place other than the anticipation. Therefore, the reset function described above is used to align the aim 35 at the aim 35 position of the broken line at the moment the enemy 34 appears, and to move the aim 35 freely to another place. More specifically, first, the operator operates the aim 35 (position of the aim 35 of the broken line) and the position of the target that the enemy 34 is expected to appear based on the solid line 35, The lever 474 is tilted. At that time, the physical coordinates of the lever 474 become the position of the solid line circle in the left drawing of Fig. At this time, the operator presses three buttons 406L, 406R, and 405 simultaneously. Then, the X counter 444X and the Y counter 444Y are reset and the aim 35 is displayed at the sighting 35 position of the solid line. Then, the operator freely moves the aiming 35 and waits for the appearance of the enemy 34. [ When the enemy 34 appears at the sighting 35 position of the broken line, the operator releases his / her hand from the lever 474. Then, the lever 474 returns to the physical coordinate position of the dashed circle in the drawing on the left side of FIG. As a result, the aiming 35 is displayed at the position of the sighting 35 of the broken line. When the operator pushes a switch such as the button 404A by correctly aligning the aim 35 with the enemy 34, a missile (not shown) or the like is displayed on the screen and the enemy 34 is hit. In addition, when the resetting is performed as described above, the lever 474 can be moved a great amount in the lower right direction. Therefore, it is effective when the operator wants to move the lever 474 in the lower right direction a lot.

Although the present invention has been illustrated and described in detail, it should be understood that it is not to be construed as being limited to only illustrations and examples, and the spirit and scope of the present invention is limited only by the words of the appended claims.

Claims (7)

  1. A game machine connected to a player controller which generates actuator data at the time of use and is adjusted to be operated by a player,
    A main central processor operable to perform an image processing operation in accordance with a predetermined accumulation program;
    An operation storage device accessed by the central processor that stores game related data processed by the main central processor during game play including data received from the operation device;
    A data receiving circuit for demodulating and receiving operator data from the player controller;
    A temporary storage device for temporarily storing the manipulator data;
    A data processor for performing predetermined data processing according to an instruction from the main central processor; And
    And a data transmission circuit for modulating the data output from the data processor and transmitting the modulated data output to the player controller,
    The main central processor outputs command data for reading operator data,
    Wherein the data processor outputs a signal indicating the output of the command data from the main central processor to the transmission circuit so that the actuator data received by the reception circuit is stored in the temporary storage device, And a game machine.
  2. The method according to claim 1,
    Wherein the main central processor designates an address to read specific actuator data from a specific address of the operation storage device.
  3. A game machine system comprising a player controller manipulated by an operator and a game machine for executing an image processing operation based on manipulator data received from the manipulator,
    The game machine
    A main central processor for executing an image processing operation in accordance with a predetermined accumulation program;
    An operation storage device accessed by the main central processor for storing game related data processed by the main central processor during game play including data received from the operation device;
    A first receiving circuit for demodulating and receiving manipulator data from the manipulator;
    A temporary storage device for temporarily storing the command data and the manipulator data;
    A first data processor for performing predetermined data processing according to at least one command from the main central processor;
    A first transmission circuit for modulating the data output from the first data processor and transmitting the modulated data output to the manipulator; And
    And a connector for connecting the game machine and the manipulator,
    The manipulator
    A second receiving circuit for demodulating and receiving data from the first transmitting circuit;
    A switch operated by an operator;
    A second data processor for outputting manipulator data relating to an operating state of the switch; And
    And a transmission circuit for modulating the output of the manipulator data from the second data processor and transmitting the modulated output to the game machine,
    Wherein the manipulator and the first data processor are electrically connected by connecting the manipulator to the connector,
    The main central processor outputs command data for reading operator data,
    Wherein the first data processor outputs a signal indicative of command data output from the main central processor to the first transmission circuit so that the operator data received by the first receiving circuit is stored in the temporary storage device, And is transferred to the operation storage device.
  4. The method of claim 3,
    The manipulator
    An address bus connected to said second data processor for transmitting and receiving address data;
    A data bus connected to the second data processor for transmitting and receiving data;
    External electronic circuit; And
    Further comprising an actuator connector for connecting the address bus and / or the data bus to the external electronic circuit,
    The main central processor outputs command data for reading operator data,
    Wherein the first data processor outputs a signal indicative of command data output from the main central processor to the first transmission circuit,
    Wherein the second data processor outputs predetermined address data and / or data to the external electronic circuit based on command data from the first transmission circuit.
  5. 5. The method of claim 4,
    The manipulator connector is connected to an external memory which can be read and input,
    Wherein the second data processor is operable to read data from and output data to the external memory by outputting address data and / or data.
  6. 6. The method of claim 5,
    Wherein the first data processor is operable to transmit data to the plurality of manipulators and to receive data from the plurality of manipulators,
    Wherein the first data processor is operable to receive data from the external memory and to transmit data to an external memory other than the external memory when at least two actuators each having an external memory are provided, .
  7. The method according to claim 6,
    Wherein the first data processor is operable to temporarily store data received from the external memory and then to read data from the operation storage to transmit data to an external memory other than the external memory.
KR10-1997-0703893A 1995-10-09 1996-10-09 Game machine and game machine system using the same KR100394751B1 (en)

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JP7-288006 1995-10-09
JP28800695 1995-10-09
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JP32804495A JP3524247B2 (en) 1995-10-09 1995-11-22 Game machine and game machine system using the same

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EP (1) EP0796643B1 (en)
JP (1) JP3524247B2 (en)
KR (1) KR100394751B1 (en)
CN (1) CN1158121C (en)
AU (1) AU722822B2 (en)
BR (1) BR9606671A (en)
CA (1) CA2206693C (en)
DE (2) DE69620381T2 (en)
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EP0796643B1 (en) 2002-04-03
CN1173825A (en) 1998-02-18
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AU7226796A (en) 1997-04-30
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US7594854B2 (en) 2009-09-29
US6264558B1 (en) 2001-07-24
DE69620381D1 (en) 2002-05-08
MX9704151A (en) 1997-09-30
EP0796643A4 (en) 1998-04-15
KR987000111A (en) 1998-03-30
JP3524247B2 (en) 2004-05-10
AU722822B2 (en) 2000-08-10
ES2175133T3 (en) 2002-11-16
US20030087698A1 (en) 2003-05-08
CA2206693A1 (en) 1997-04-17
WO1997013565A1 (en) 1997-04-17
CA2206693C (en) 2004-03-09
CN1158121C (en) 2004-07-21
EP0796643A1 (en) 1997-09-24
US6497618B1 (en) 2002-12-24
BR9606671A (en) 1997-12-30
HK1003170A1 (en) 2002-08-02

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